void Awake() { GetComponent <HingeJoint>().useSpring = true; // Callback to the activate/deactivate methods from server GetComponent <ObstacleNetworking>().ActivateFromServer += ActivateFlipper; GetComponent <ObstacleNetworking>().DeactivateFromServer += DeactivateFlipper; spring = new JointSpring(); }
/// <summary> /// Set Rear Suspension Spring Damper. /// </summary> public static void SetRearSuspensionsSpringDamper(RCC_CarControllerV3 car, float targetValue) { JointSpring spring = car.RearLeftWheelCollider.GetComponent <WheelCollider> ().suspensionSpring; spring.damper = targetValue; car.RearLeftWheelCollider.GetComponent <WheelCollider> ().suspensionSpring = spring; car.RearRightWheelCollider.GetComponent <WheelCollider> ().suspensionSpring = spring; UpdateRCC(car); }
private void setServoAngle(HingeJoint servo, float angle) { JointSpring hingeSpring = servo.spring; hingeSpring.spring = maxSpring; hingeSpring.damper = 3; hingeSpring.targetPosition = angle; servo.spring = hingeSpring; servo.useSpring = true; }
void Start() { rb = GetComponent <Rigidbody>(); lr = GetComponent <LineRenderer>(); rb.centerOfMass = Vector3.zero; hj = GetComponent <HingeJoint>(); hj.axis = Vector3.up; hj.useSpring = true; jointSpring = hj.spring; }
private void Update() { if (Input.GetButtonDown("Fire1")) { JointSpring spring = m_Joint.spring; m_Index = ++m_Index % m_Targets.Length; spring.targetPosition = m_Targets[m_Index]; m_Joint.spring = spring; } }
/// <summary> /// Set Front Suspension Spring Force. /// </summary> public static void SetFrontSuspensionsSpringForce(RCC_CarControllerV3 car, float targetValue) { JointSpring spring = car.FrontLeftWheelCollider.GetComponent <WheelCollider> ().suspensionSpring; spring.spring = targetValue; car.FrontLeftWheelCollider.GetComponent <WheelCollider> ().suspensionSpring = spring; car.FrontRightWheelCollider.GetComponent <WheelCollider> ().suspensionSpring = spring; UpdateRCC(car); }
void Start() { hinge = GetComponent <HingeJoint>(); hingeSpring = hinge.spring; hingeSpring.spring = 5000; hingeSpring.damper = 4000; hingeSpring.targetPosition = 36.86993f; hinge.spring = hingeSpring; hinge.useSpring = true; }
public float closeAngle = -30; // 閉じる角度 // Start is called before the first frame update void Start() { Debug.Log("Start() - GameMainContloller"); _hingeJointL = _objFlipperL.GetComponent <HingeJoint>(); _jointSpringL = _hingeJointL.spring; _hingeJointR = _objFlipperR.GetComponent <HingeJoint>(); _jointSpringR = _hingeJointR.spring; // ボールを初期位置に移動 InitBall(); }
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Awake() { AIVehicle = transform.GetComponent <AIVehicle>(); if (carParticles.brakeParticleMaterial) { carParticles.brakeParticlePerfab.GetComponent <ParticleSystemRenderer>().material = carParticles.brakeParticleMaterial; } if (carSetting.automaticGear) { NeutralGear = false; } myRigidbody = transform.GetComponent <Rigidbody>(); wheels = new WheelComponent[4]; wheels[0] = SetWheelComponent(carWheels.wheels.frontRight, carSetting.maxSteerAngle, carWheels.wheels.frontWheelDrive, carWheels.wheels.frontRight.position.y); wheels[1] = SetWheelComponent(carWheels.wheels.frontLeft, carSetting.maxSteerAngle, carWheels.wheels.frontWheelDrive, carWheels.wheels.frontLeft.position.y); wheels[2] = SetWheelComponent(carWheels.wheels.backRight, 0, carWheels.wheels.backWheelDrive, carWheels.wheels.backRight.position.y); wheels[3] = SetWheelComponent(carWheels.wheels.backLeft, 0, carWheels.wheels.backWheelDrive, carWheels.wheels.backLeft.position.y); if (carSetting.carSteer) { steerCurAngle = carSetting.carSteer.localEulerAngles; } foreach (WheelComponent w in wheels) { WheelCollider col = w.collider; col.suspensionDistance = carWheels.setting.Distance; JointSpring js = col.suspensionSpring; js.spring = carSetting.springs; js.damper = carSetting.dampers; col.suspensionSpring = js; col.radius = carWheels.setting.Radius; col.mass = carWheels.setting.Weight; WheelFrictionCurve fc = col.forwardFriction; fc.asymptoteValue = 5000.0f; fc.extremumSlip = 2.0f; fc.asymptoteSlip = 20.0f; fc.stiffness = carSetting.stiffness; col.forwardFriction = fc; fc = col.sidewaysFriction; fc.asymptoteValue = 7500.0f; fc.asymptoteSlip = 2.0f; fc.stiffness = carSetting.stiffness; col.sidewaysFriction = fc; } }
void Start() { RenderSettings.fogDensity = 0.001f; VisualizeWheel(FL, FR, RL, RR, FLMesh, FRMesh, RLMesh, RRMesh); rb = GetComponent <Rigidbody>(); audioSource = GetComponent <AudioSource>(); _carFollower = GameObject.Find("CarFollower").GetComponent <Camera>(); _springJoint = new JointSpring(); _springJoint.spring = 8000; _springJoint.damper = 5000; _springJoint.targetPosition = 0.85f; // steering first initialize if (!LogitechGSDK.LogiSteeringInitialize(false)) { Debug.Log("LogiInitialize return false"); } velocityText.text = "0 km/h"; gearText.text = "N"; for (int i = 0; i < GearBox.Length; i++) { GearBox[i] = (Shift)ScriptableObject.CreateInstance(typeof(Shift)); if (i > 1) { GearBox[i].minSpeed = (i - 2) * 80; GearBox[i].maxSpeed = (i - 2) * 80 + 80; GearBox[i].shift = (char)(i - 1); GearBox[i].id = i; continue; } if (i == 0) { GearBox[0].minSpeed = 0; GearBox[0].maxSpeed = 50; GearBox[0].shift = 'R'; GearBox[0].id = 0; } else { GearBox[1].minSpeed = 0; GearBox[1].maxSpeed = 0; GearBox[1].shift = 'N'; GearBox[1].id = 1; } } Gear = (Shift)ScriptableObject.CreateInstance(typeof(Shift)); Gear = GearBox[1]; tempGear = 1; steerState = new LogitechGSDK.DIJOYSTATE2ENGINES(); StartUp(); Invoke(nameof(Idle), 0.65f); }
void Tense() { if (!tensed) { JointSpring tempSpring = GetComponent <HingeJoint> ().spring; tempSpring.targetPosition = GetComponent <HingeJoint>().angle; GetComponent <HingeJoint> ().spring = tempSpring; GetComponent <HingeJoint> ().useSpring = true; tensed = true; } }
private void OnDisable() { JointSpring js = hj.spring; js.targetPosition = 0; Debug.Log("in"); if (this.transform.GetChild(0).GetComponent <legBackmov>()) { this.transform.GetChild(0).GetComponent <legBackmov>().enabled = true; } }
protected void Start() { _Velocity = GetComponent <Rigidbody>().velocity.magnitude; rb = GetComponent <Rigidbody>(); centralCapcollide = GetComponent <CapsuleCollider>(); hs1 = hj1.spring; hs2 = hj2.spring; armRange = 0.0f; }
// Use this for initialization void Start() { //HingeJointコンポーネント取得 this.myHingeJoint = GetComponent <HingeJoint>(); //フリッパーの傾きを設定 JointSpring rot = this.myHingeJoint.spring; rot.targetPosition = this.defaultAngle; this.myHingeJoint.spring = rot; }
private void ToggleBridge() { foreach (HingeJoint joint in m_Joints) { JointSpring spring = joint.spring; spring.targetPosition = m_Targets[m_CurrentTarget]; joint.spring = spring; } m_CurrentTarget = ++m_CurrentTarget % m_Targets.Length; }
public void Init(VehicleSetUpData vehicleSetUpData, AxleData axleData) { //m_vehicleInput = vehicleInput; //VehicleData m_maxBrakingTorque = vehicleSetUpData.MaxBrakingTorque; m_handBrakeTorque = vehicleSetUpData.HandBrakeTorque; m_maxEngineTorque = vehicleSetUpData.MaxEngineTorque; //WheelData m_maxWheelAngle = axleData.MaxSteerinAngle; m_collider = gameObject.AddComponent <WheelCollider>(); //Protperties m_collider.mass = axleData.WheelData.WheelMass; m_collider.radius = axleData.WheelData.WheelRadius; m_collider.wheelDampingRate = axleData.WheelData.WheelDampingRate; m_collider.suspensionDistance = axleData.WheelData.SuspensionDistance; m_collider.forceAppPointDistance = axleData.WheelData.ForceAppPointDistance; m_collider.center = axleData.WheelData.Center; //Spring JointSpring tempSpring = m_collider.suspensionSpring; tempSpring.spring = axleData.WheelData.Spring; tempSpring.damper = axleData.WheelData.Damper; tempSpring.targetPosition = axleData.WheelData.TargetPosition; m_collider.suspensionSpring = tempSpring; //forward WheelFrictionCurve forwardFriction = m_collider.forwardFriction; forwardFriction.extremumSlip = axleData.WheelData.ExtremiumSlipForward; forwardFriction.extremumValue = axleData.WheelData.ExtremiumValueForward; forwardFriction.asymptoteSlip = axleData.WheelData.AsymptoteSlipForward; forwardFriction.asymptoteValue = axleData.WheelData.AsymptoteValueForward; m_collider.forwardFriction = forwardFriction; //Sideways WheelFrictionCurve sidewaysFriction = m_collider.sidewaysFriction; sidewaysFriction.extremumSlip = axleData.WheelData.ExtremiumSlipSideways; sidewaysFriction.extremumValue = axleData.WheelData.ExtremiumValueSideways; sidewaysFriction.asymptoteSlip = axleData.WheelData.AsymptoteSlipSideways; sidewaysFriction.asymptoteValue = axleData.WheelData.AsymptoteValueSideways; m_collider.sidewaysFriction = sidewaysFriction; //VIEW m_model = Instantiate <GameObject>(axleData.WheelData.Model, Vector3.zero, Quaternion.identity, transform); m_model.transform.localScale = Vector3.one * axleData.WheelData.WheelRadius; UpdateModel(); }
// Use this for initialization void Start() { WheelCollider wheel = GetComponent <WheelCollider>(); JointSpring tmpSpr = wheel.suspensionSpring; tmpSpr.spring = 3000f; tmpSpr.damper = 20f; wheel.suspensionSpring = tmpSpr; }
private void UpdateHingeJoints() { // Front Part if (inputMngr.RightButtonUnrealised) { if (!hingeFrontUnfold) { hingeFrontUnfold = true; SoundChannelManager.GetInstance().PlayClipAtPoint(hingeUnfold, leftFrontHinge.transform); } JointSpring JPTemp = leftFrontHinge.spring; JPTemp.targetPosition = -10; leftFrontHinge.spring = JPTemp; rightFrontHinge.spring = JPTemp; } else { if (hingeFrontUnfold) { hingeFrontUnfold = false; SoundChannelManager.GetInstance().PlayClipAtPoint(hingeFold, leftFrontHinge.transform); } JointSpring JPTemp = leftFrontHinge.spring; JPTemp.targetPosition = -120; leftFrontHinge.spring = JPTemp; rightFrontHinge.spring = JPTemp; } // Back Part if (inputMngr.LeftButtonUnrealised) { if (!hingeBackUnfold) { hingeBackUnfold = true; SoundChannelManager.GetInstance().PlayClipAtPoint(hingeUnfold, leftBackHinge.transform); } JointSpring JPTemp = leftBackHinge.spring; JPTemp.targetPosition = -10; leftBackHinge.spring = JPTemp; rightBackHinge.spring = JPTemp; } else { if (hingeBackUnfold) { hingeBackUnfold = false; SoundChannelManager.GetInstance().PlayClipAtPoint(hingeFold, leftBackHinge.transform); } JointSpring JPTemp = leftBackHinge.spring; JPTemp.targetPosition = -120; leftBackHinge.spring = JPTemp; rightBackHinge.spring = JPTemp; } }
public void hingeDoor() { // Debug.Log("test"); HingeJoint hinge = GetComponent <HingeJoint>(); JointSpring spring = hinge.spring; spring.spring = haneru; spring.damper = 3; spring.targetPosition = kakudo; hinge.spring = spring; }
// Update is called once per frame void FixedUpdate() { GameObject go = GameObject.Find("CGA Model Manager"); ArmDemo2 ArmFrame = go.GetComponent <ArmDemo2> (); float Angle_B = ArmFrame.Angle_B; JointSpring spr = hinge.spring; spr.targetPosition = -Angle_B + 36.87023f; hinge.spring = spr; }
private void Start() { m_hingeJoint = GetComponent <HingeJoint>(); m_hingeJoint.useSpring = true; m_jointSpring = new JointSpring(); m_jointSpring.spring = m_fSpringConst; m_jointSpring.damper = m_fFlipperSpringDamp; m_hingeJoint.spring = m_jointSpring; }
void Start() { isFlipup = false; _hingeJoint = GetComponent <HingeJoint> (); _hingeJoint.useSpring = true; JointSpring js = _hingeJoint.spring; js.spring = power; js.damper = 0; _hingeJoint.spring = js; }
public void ConfigHingeJoint_usingSpring(HingeJoint hingeX, float targetPosition) { hingeX.useMotor = false; hingeX.useSpring = use_spring; JointSpring hingeXSpring = hingeX.spring; hingeXSpring.spring = springConst; hingeXSpring.damper = damperConst; hingeXSpring.targetPosition = targetPosition; hingeX.spring = hingeXSpring; }
private void UpdateJoint() { float visualAngle = GetAngle() - initialAngle; JointSpring spring = joint.spring; spring.targetPosition = visualAngle; joint.spring = spring; }
// Set Angle (if can) public void SetAngle(float angle) { if (!canTurn) { return; } JointSpring newSpring = turnHinge.spring; newSpring.targetPosition = angle; turnHinge.spring = newSpring; }
void SetSusValue(string Direction) { //Create gameobject & Set transform GameObject Temp_Object = new GameObject("Suspension_" + Direction + "_" + Count); Temp_Object.transform.parent = Parent_Transform; Temp_Object.transform.localPosition = new Vector3(SusPos_X, SusPos_Y, SusPos_Z); Temp_Object.transform.localRotation = Quaternion.Euler(0.0f, Sus_AngleProp.floatValue, -90.0f); // Mesh Temp_Object.AddComponent <MeshRenderer> (); MeshFilter Temp_MeshFilter; Temp_MeshFilter = Temp_Object.AddComponent <MeshFilter> (); if (Direction == "R") { Temp_MeshFilter.mesh = Sus_R_MeshProp.objectReferenceValue as Mesh; Temp_Object.GetComponent <Renderer>().material = Sus_R_MaterialProp.objectReferenceValue as Material; } else { Temp_MeshFilter.mesh = Sus_L_MeshProp.objectReferenceValue as Mesh; Temp_Object.GetComponent <Renderer>().material = Sus_L_MaterialProp.objectReferenceValue as Material; } // Rigidbody Temp_Object.AddComponent <Rigidbody> (); Temp_Object.GetComponent <Rigidbody>().mass = Sus_MassProp.floatValue; // HingeJoint HingeJoint Temp_HingeJoint; Temp_HingeJoint = Temp_Object.AddComponent <HingeJoint> (); Temp_HingeJoint.connectedBody = Parent_Transform.parent.gameObject.GetComponent <Rigidbody>(); Temp_HingeJoint.anchor = new Vector3(0.0f, 0.0f, Sus_AnchorProp.floatValue); Temp_HingeJoint.axis = new Vector3(1.0f, 0.0f, 0.0f); Temp_HingeJoint.useSpring = true; JointSpring Temp_JointSpring = Temp_HingeJoint.spring; Temp_JointSpring.spring = Sus_SpringProp.floatValue; Temp_JointSpring.damper = Sus_DamperProp.floatValue; Temp_JointSpring.targetPosition = Sus_TargetProp.floatValue; Temp_HingeJoint.spring = Temp_JointSpring; Temp_HingeJoint.useLimits = true; JointLimits Temp_JointLimits = Temp_HingeJoint.limits; Temp_JointLimits.max = Sus_Forward_LimitProp.floatValue; Temp_JointLimits.min = -Sus_Backward_LimitProp.floatValue; Temp_HingeJoint.limits = Temp_JointLimits; // Reinforce SphereCollider SphereCollider Temp_SphereCollider; Temp_SphereCollider = Temp_Object.AddComponent <SphereCollider> (); Temp_SphereCollider.radius = Reinforce_RadiusProp.floatValue; // Set Layer Temp_Object.layer = 10; // Ignore All }
// update joint target position with the given value public void UpdateJointAngle(float jointValue, string jointName) { partsHashTable[jointName].GetComponent <Rigidbody> ().WakeUp(); JointSpring spring = jointsHashTable[jointName].spring; spring.spring = jointSpringForce; spring.damper = jointDamperForce; spring.targetPosition = jointValue; jointsHashTable[jointName].spring = spring; jointsHashTable[jointName].useSpring = true; }
public void Rest() { JointSpring spring = new JointSpring { spring = hitStrength, damper = flipperDamper }; spring.targetPosition = restPosition; m_hinge.spring = spring; }
/// <summary> /// Check which direction the lever needs to be pushed in and /// switch spring direction as necessary /// </summary> private void ApplySpringForce() { // get normalized value towardZero = (GetNormalizedValue() <= 50); if (towardZero != wasTowardZero) { JointSpring spring = hj.spring; spring.targetPosition = (towardZero) ? minAngle : maxAngle; hj.spring = spring; wasTowardZero = towardZero; } }
private void SetupBackLever() { JointSpring spring = joint.spring; spring.spring = backForce; spring.targetPosition = 0.0f; joint.spring = spring; joint.useMotor = false; joint.useSpring = true; }
private void INTERNAL_get_spring(out JointSpring value){}
private void INTERNAL_set_suspensionSpring(ref JointSpring value){}
private void INTERNAL_get_suspensionSpring(out JointSpring value){}
private void INTERNAL_set_spring(ref JointSpring value){}